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📄 sound.cpp

📁 Source code (C++) of the Amoebax game for Symbian OS UIQ3.x。
💻 CPP
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//// Cross-platform free Puyo-Puyo clone.// Copyright (C) 2006, 2007 Emma's Software//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.//#if defined (HAVE_CONFIG_H)#include <config.h>#endif // HAVE_CONFIG_H#include <stdexcept>#include "Sound.h"#include "System.h"using namespace Amoebax;////// \brief Sound's default constructor.///Sound::Sound (void):    m_Channel (-1),    m_SDLSound (0){}////// \brief Sound's destructor.///Sound::~Sound (void){    stop ();    Mix_FreeChunk (m_SDLSound);}////// \brief Loads a sound from a file.////// \param fileName The sound file to load./// \return A new Sound object with the sound file loaded.///Sound *Sound::fromFile (const std::string &fileName){    Sound *newSound = new Sound;    if ( System::getInstance ().isSoundEnabled () )    {        newSound->m_SDLSound = Mix_LoadWAV (fileName.c_str ());        if ( 0 == newSound->m_SDLSound )        {            delete newSound;            throw std::runtime_error (Mix_GetError ());        }    }    return newSound;}////// \brief Plays the sound.////// \param times The number of times to play the sound. \a -1 means to///              play the sound forever. Passing \a 1 plays the sound twice.///voidSound::play (int times){    // If the sound is NULL, then the sound subsystem wasn't initialized,    // just ignore and continue.    if ( 0 != m_SDLSound )    {        // Ignore errors. If the sound can't be player is bad, but the        // game can continue...        m_Channel = Mix_PlayChannel (-1, m_SDLSound, times);    }}////// \brief Stops the sound.///voidSound::stop (void){    // TODO}

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